Disney animator Don Lusk passes away at 105

The prolific Disney animator, Don Lusk who gave birth to Pinocchio and characters from other classic films during Disney’s Golden Age, breathed his last at the age of 105. According to Hollywood Reporter, he died at a retirement home in San Clemente, California.

Lusk joined the Walt Disney Company at the age of 20, working on Mickey Mouse shorts for several years. He then went on to work on Disney classics such as Bambi, Pinocchio, Cinderella, Alice in Wonderland, Peter Pan, Lady and the Tramp, Sleeping Beauty and One Hundred and One Dalmatians. He even worked on segments of Fantasia, The Nutcracker Suite and Pastoral Symphony.

Nominated twice for Daytime Emmys for his work on The Smurfs in 1988 and 1989, and again in 1999 for A Pup Named Scooby-Doo, Lusk has also received the Winsor McCay lifetime achievement award at the Annies in 2014.

In 1960, Lusk left Disney for Hanna-Barbera, but continues working as an animator. His credits include Gay Purr-ee (1962), Hey There, It’s Yogi Bear (1964) The Secret Squirrel Show (1965), The Man Called Flintstone (1966), The Atom Ant Show (1966), The New Adventures of Huckleberry Finn (1968), A Boy Named Charlie Brown (1969), The Adventures of Gummi Bears (1990), The Thief and the Cobbler (1993), Captain Planet and the Planeteers (1993) and Mickey’s House of Villains (2001).

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The technology leap in the gaming industry in 2018

India has always been upfront in embracing the innovative creations and consuming limitless trends! The bigger the market size, the higher the consumption rate. Since technology and gaming go hand in hand, the gaming industry has aced the technology trends to surprise individuals.

Gaming technology has taken a leap ahead in 2018 and brought surprises after surprises in every quarter. The future of gaming depends on ongoing technological renewal. For example, one will not be excited and happy to play 90s DOS games in 2018. It’s fun to revisit the classics, but the excitement of new discoveries and experiences are different. Since technology is advancing each day thus 20 years old game sounds primitive to gamers. With newer technology audience retention, increase in the number of gamers has also shifted to a whole new level.

According to statista report, it is expected that the industry will be worth 71 billion Indian rupees in 2021 whereas it is at 44.2 billion Indian rupees in 2018 and is on the verge to touch 52.2 billion Indian rupees in 2019.

Thus to live upon the rising demand for new innovative games technology is constantly evolving to create better games. It benefits the gaming studios to scale their imagination in creating innovative games with the incorporation of the newest technology to quench the thirst of an increasing number of gamers. To look back in 2018 here are the gaming technology trends which has floated and has changed the gaming scene in India.

A year of Blockchain revolution for the Indian gaming industry

The blockchain is not only on the verge of disrupting the international gaming industry but is also about to explode in India — a revolution that will encompass a variety of sectors including gaming.

Earlier in August 2018, the Indian Government announced that they are building a Blockchain District which will function as an incubator for blockchain startups and companies. The announcement came right after the International Blockchain Congress that took place in Hyderabad on 3-4August, a government-backed event organised by the Prime Minister’s Office, the Government of Telangana, the Government of Goa, and Nucleus Vision.
The game developer Stick Sports the creator of Stick Cricket and Stick Tennis is looking forward to riding the wave of the ever-expanding Indian blockchain scene by bringing in a new title in their Stick Cricket franchise, which will be blockchain-enabled.

Blockchain will have a fundamental impact on what it means for players to own in-game items. Assets like bats or balls, that players work hard to earn or create, will have real-world value. Players will be able to personalise them, trade them, and sell them for actual money. They will be able to do whatever they choose with them — inside of the game and out.

“This is a massive revolution for the games industry — and we are excited to be among the first to be part of it. It will become possible for our players to get rewarded beyond their in-game experience and to derive a real-world value for the investment they have made in playing our games. For us, this is invaluable.”

Not only that recently The Law Commission of India published a report on the legal framework for gambling and sports betting in India. The 140-page report explains that gambling is defined as the act of “wagering or betting on games of chance but does not include betting or wagering on games of skill.” Wagering and betting are subsequently defined as “the staking of money or virtual currency, whether or not it is equivalent to a recognized currency.”

Till date, the Indian Game developers were wondering whether to push in building Blockchain gaming or not. But after this nod from the government that cryptocurrency is legal and law commission established by the order of the Indian government has issued a report recognizing cryptocurrency as a means of payment. Thus for the first time, a body appointed by the government admitted that cryptocurrencies have value and can be used in transactions which will help the game developer to move forward in developing games/ gaming contests with blockchain technology.

The technology used in the mobile to ease out gaming experience

Globally, India is the largest market for Google Play downloads and has the highest estimated growth for handsets — expected to rise to 491 million in 2022. In the words of the Minister of State for Electronics and IT at CII’s International Conference on the Indian Gaming Industry: “Currently valued at USD 890 million, the Indian gaming industry is projected to grow at the annual growth rate in double digits.”

Mobile games liberate users from living room trap and enable them to enjoy the similar experience even on the go. This is the reason why it is a common sight to spot every next person in your neighbourhood addicted to the digital realities and spectacles offered by mobile gaming. The trend for mobile gaming has successfully disengaged countless gamers from one-room console experience to small-screen magic.

The detailed cinematic graphics, characters, gameplay has drawn a large number of audience and innovative mechanics. Not only that the mobile games also requires fewer codes overall in speeding up the production times. Slower devices are always a drawback for gamers. Thus to avoid such consequences, smartphone makers are slowly shifting and upgrading devices which will ease out uninterrupted gameplay for gamers. For example, Apple’s latest launched a smartphone in 2018,  iPhone X has Bionic A11 chip which considered to be the fastest smartphone available in the market today. Apart from that for Android devices, it is shifting to lightweight stock android versions which helps to effortlessly help gamers for faster gameplay. The newest launches like Realme U1, RealMe Pro 2,  Xaiomi, Asus, Samsung Galaxy ON8, Honor Play, Vivo V9 Pro and so on.

If the gamer inside you is still not impressed then DOOGEE S70 with an inbuilt gamepad and a fast cool down feature will definitely do the job. The device has attracted a lot of attention and is not just an upgraded rugged phone but also a professional gaming smartphone – the first of its type in the world according to the brand. The combination of software and hardware in the phone improves the cooling efficiency to 15 times that of the normal standby situation, has a 70 per cent running duration under maximum CPU frequency, and decreases the core temperature by seven degree Celsius.

Multiplayer gaming revolutionise the gaming scene in 2018

The journey of multiplayer gaming started long back in 1970 when the Internet was nowhere. In 2018 the multiplayer gaming has revolutionised the complete gaming scenario with the launch of PUBG and Fortnite. This type of social gaming with the battle royal format has become quite popular among the college students.

The popularity of these games has touched sky PUBG has 30 million active users each day whereas Fotnite which is not so popular in India has over 200 million registered users. It is quite surprising how these games have gained so much popularity in such short span of time. Some say it’s relatable, some says it is the technology, some says the unique gameplay.  But we would say the game rose up to the height because of its unique technology which is one of the key reasons of its popularity.

Taking an example PUBG lead designer Brendan Greene expressed the final version of the battle royale concept has the faster development which was possible with the game engine Unreal Engine 4, compared with ARMA and H1Z1, which were built with proprietary game engines.

Greene acknowledged that implementing the size of the maps in Battlegrounds has been one of the challenges with working with Unreal, which was not designed with such maps in mind. The game was designed as a mix between the realistic simulation of ARMA 3 and the arcade-like action focus and player accessibility of H1Z1. Apart from the latest version of Unreal Engine 4 it comprises of programming like Java, Python, and Pearl, C #as single language is not enough for realistic games for the PC, Xbox, PS4 and mobile versions. The wide availability of the game irrespective of the platforms can be one of the major reasons of its popularity. With PUBG’s popularity touching sky other similar games like Rules of survival, Free fire and so on which launched in late 2017 are also acquiring descent traction.

It is known that in a game either u lose or you win. But the technology of the of the game allows players to learn how they died and what other players do to succeed, which simultaneously giving players the chance to create stunning, cinematic highlights. Minton et built the AI-powered version of the technology, automating the process of creating cinematic highlight reels, as well as an anti-cheating AI algorithm. As PUBG is Minkonet’s first big client, it would be easy to see this technology expanding to other popular titles apart from the current running 3D replay.  Better the technology, better the engagement rate and thus Multiplayer gaming technology has entered into the new avenue.

Cloud gaming trials have started in 2018 but yet to pull up the pace

Cloud Gaming is a new and exciting way to enjoy video games on demand which is similar to an OTT platform. A gamer can enjoy the game without investing on expensive hardware like consoles. The gaming on demand is an upcoming technology that is still in its trial phase but the maker of the on-demand gaming platform has already started revolutionising the gaming scene.

Cloud gaming requires the remote operator to store, execute and render a game on its server and stream the video results directly to a consumer’s computer. All a gamer need is a screen and a controller to play games. That means one can stream a game on the mobile phone with high-end graphics which was earlier only possible on PC or a gaming console. It might be more affordable than building own gaming PC.

According to KPMG, the Indian online gaming industry was valued at $290 million in 2017 and it projects this will become a $1 billion dollar industry in 2021. Makers have already started creating and making a mark on the Indian gaming scenario. For example, Nvidia’s GeForce Now and Vortex have made their way to India, giving access to games like Assassin’s Creed, Arma 3, Borderlands 2, Call of Duty, Counter Strike, Dota, F1 2017, PUBG and Fortnite, and more. It is in beta stage, so it works on an invite basis, while Vortex charges you Rs 690 per month.

Thus cloud gaming platform is yet to revolutionise the gaming scenario in India because it requires high-speed uninterrupted internet which is India is lacking behind. The internet giant Reliance Jio GigaFiber has promised to roll out with newest internet connectivity with quick, reliable internet, which will ease out to create a  passage for cloud gaming platforms to enter widely in the Indian market.

XR  technology in gaming is expanding at a slow pace

The AR/ VR gaming are one of those popular technologies which has disrupted the Indian digital gaming scenario as soon as AR game Pokémon Go, made a mark among the Indian gamers and enthusiasts.

Earlier in the year Netscribes founder and CEO expressed that 2018 is the year for local game developers like Paper Boat apps. But as per 2018 Games Developers’ Conference  AR/VR/MR  genre of gaming has emerged with 24 per cent of game developers working on this ally.

Considering the popularity of VR headsets like Occulus Rift, Sony Playstation VR,  HTC Vive and so on , the growing market for AR and VR gaming content is taking the leap. Indian game developers like Empower Labs are investing in producing VR games, so this genre of gaming is  seeing an uptick.  The only reason why  VR technology in gaming is lagging behind is because of the price of the VR headsets and the often motion sickness caused playing VR games.

Whereas AR technology in gaming is moving forward and becoming popular as it is easily implementable, and its success is visible by the popularity of Pokémon Go and Night Terrors. Apart from that Indian game like Pulimurugan AR game by Csharks games and solution based on India movie have received a lot of traction among gamers. Though a lot of   AR card games, shooting games are also pushing the market further to meet the gamer’s excitement in the genre.

Mobile game developers have started building games that bridge the gap between real life and virtual world through augmented reality games. The use of cell phone evolved from making phone calls to a smart gadget is paving the way for adoption of AR and VR technologies.

2018 Technology journey in gaming has been roller coaster ride. As a lot of investors are investing in the top gaming technology trends it is expected that this year 2019 will be much brighter and ease the journey for gamers and game developers.

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Oscar-winning animator Borge Ring dies at 97

Acclaimed animation artist Borge Ring passed away yesterday at 97. The Danish international is famously known for his animation short Anna and Bella that won him the Oscars in 1985.

His credit roll also include family drama Oh My Darling (1978) and crime drama Run of the Mill (1999), another pair of award-winning animation shorts, besides It’s the Great Pumpkin, Charlie Brown (1966), Heavy Metal (1981), Curse of the Pink Panther (1983), and We’re Back! A Dinosaur’s Story (1993).

In a career spanning over half a century, Ring began his journey in animation in the Danish capital of Copenhagen in the 1930s, before establishing himself at the Marten Toonder Studios where he worked for 20 years until 1973.

He worked both as an illustrator as well as an animator in the proceedings 30 years, collaborating over several TV and film projects. Ring also illustrated for Disney’s Chip ‘n’ Dale for the Dutch version of Donald Duck Weekly.

A recipient of the Winsor McCay Lifetime Achievement award by ASIFA Hollywood, Ring’s unblemished contribution to the animation industry was honored by the Danish Animation Society when they renamed their main award to The Borge Ring Award, in 2012.

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Google ends the year animatedly

The world is all set to ring in the new year. On the New Year’s Eve 2018, Google is making the occasion all the more fun with a playful doodle on its homepage. The Google Doodle is used to mark special occasions and this doodle has taken the event quite seriously.

The animated doodle shows one of the baby elephants blowing balloons using its trunk, while the other tosses popcorns into its mouth. The doodle is adorned with festoons and a clock which is waiting to strike midnight and welcome the year 2019.

A Google Doodle is a special, momentary modification of the logo on Google’s homepages that celebrates events, people and achievements. The first ever Google Doodle was in 1998, which honoured the Burning Man festival. It was designed by Larry Page and Sergey Brin to let users know about their absence if the servers crashed.

As cute as it can get, the doodle is simple and designed using the 2D animation technique, yet adorable. This animation has surely started the last day of 2018 on a cute note. How does your New Year’s Eve look? Have a Happy New Year!

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Indian indie animators are bullish about 2019’s prospects for the industry!

With Indian animation taking the front seat, the scenario of this industry can be seen changing. Not just limited to kids’ cluster anymore, animation can be seen growing, covering the major areas of work. As a form, animation is eye-catchy with a higher potential of acting as a reminder. Considering the target market and the growing interest of audience in animation, marketers are ready to promote their product or service using the animation technique along with live-action.

Vodafone Zumi Zumi Christmas jungle done by Vaibhav More Films

The year 2018 opened new avenues for the Indian animators and paved way for some very good creations which are on their way to us. While talking to AnimationXpress, Vaibhav More Films founder Vaibhav More said, “We celebrated a successful year since we shifted to Open Source Software.” The company had the privilege to work with brands such as Vodafone, Zee Network, Delhi Capitals, Fevicol, Fasttrack to name a few, and on movies like 2.0. Vaibhav More Films also won six prestigious Promax BDA awards in various categories for the promo film created for Nick India.

With the growth on platforms, the content creation has increased manifold, leaving scope for independent animators in India. The growing content certainly lead to demand for more CG and VFX artists. With the production of Lion King in Bangalore along with successful movies like 2.0 and Baahubali 2, Indian film industry is making noise internationally.

Platforms like Netflix and Amazon Prime are readily accepting the good Indian content, creating way for more CG and motion graphic artists.

Vaibhav Studios founder Vaibhav Kumaresh thinks that the year 2018 gave positive news of the upcoming release of three animated Indian films in 2019. Goopi Gawaiya Baagha Bajaiya a beautiful musical will release theatrically in March 2019, Chhota Bheem Kung fu Dhamaka in its new 3D avatar is slotted for June and Gitanjali Rao’s hand painted film Bombay Rose will hopefully be exhibited around August.

Kumaresh finds these three films intriguing and hopes that these connect with the audiences quite well. He has been immersed in the production of their in-house feature film Return of the Jungle. Over the past few years, the studio has cut down on the commercial work and is instead focusing more on creating own ideas, pitching them to clients and producing them into films.

Lamput, the stop motion animation that was created by Vaibhav Studios for Nickelodeon India have done extremely well – earning high viewership for Nickelodeon as well as numerous awards internationally. And most importantly – they are helping the studio fund the production of Return of the Jungle.

The industry for Indie Indian animation has become quite aware of the power of this medium, animation. Just like Kumaresh, animation filmmaker Abhishek Verma is also looking forward to the release of Bombay Rose as a changing landmark for independent animation. “I believe we will be seeing a strong story in animation feature for the first time. The game is on content and story whereas animation comes later. Still we have to look for mature stories and have a long way to cross that barrier,” added Verma.

Verma mentioned two independent filmmakers, who did quite a fabulous job at animation with their works Maa Tuki, Watercolor hand drawn Film on the plight of cancer, establishing a relationship between mother and daughter by Suchana and Mr. Persley web series by Suyog Khadikar. He thinks, “We can change a lot if we apply the mature stories in animation for web.”

With a tremendous increase in the number of television channels and OTT platforms, the need for more artists in motion graphics and CG sector has increased considerably. Vaibhav More Films recent campaign for ZEE HD channels is another step in the field of animation, as we can see a huge content created using live-action and animation, which is expected to be more polished and good quality for the HD screens.

Return of the Jungle by Vaibhav Kumaresh

Talking about the growth of independent Indian animators, Vaibhav Studios completed successful animated 15 years in 2018, becoming an inspiration for others. The animation industry is not only growing but is being accepted from across the globe and all age groups. Giving a shout out to the Indian Indie animators, we look forward to another animated glamorous year for the industry.

Hope 2019 sees many independent animated films hitting the screens, grabbing as many eyeballs and being loved dearly like always!

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DQ Smile Foundation celebrates its 10th Anniversary with an animated film on protection of girls

DQ Smile Foundation (DQSF), the CSR wing of DQ Entertainment, has been working extensively with Government Schools in the twin cities of Hyderabad and Secunderabad pioneering their two products – ‘Right Parenting Skills’ and ‘Balika Suraksha’.

The mission of DQSF “is to live in a world of peace and prosperity where all people, regardless of geography, background or economic status, enjoy and employ their full range of their talents and abilities”. To this effect DQSF works along with the Government run schools to bring a change to economically backwards sections of society by helping adults to become good parents and to empower the girl child against child abuse.

Celebrating its 10th anniversary at their DLF, Gachibowli facility, an Animation film on ‘Balika Suraksha’ was released by Telangana State Information Technology, Industries & Commerce principal secretary Jayesh Ranjan. Speaking on the occasion he said, “To carry on this kind of work over a period of 10 years, requires a lot of grim and determination. Hats off to DQ Smile Foundation for creating a legacy in this kind of work”.

Teachers from Government run schools were felicitated at this function along with awards and certificate presented to the best parents who have taken forward the vision of “Right Parenting Skills” by bringing a positive change in become better parents to their children.

The occasion was also also graced by TV actor Sagar Mulukuntla (R.K. Naidu) as the special guest.

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2018 : Year of broadcasters’ animated IP romance

What a year it has been for the Indian animation industry! Especially, for the broadcasters, as kids literally make their world go around! The kids genre in India is growing everyday. Big names in the business like Sony YAY!, Discovery Kids, Cartoon Network, Nickelodeon made a mark with their slate of IPs and interesting lineup of shows.

2018 has witnessed an upward spurt in viewership in the kid’s category, with animated IP rush enabling the numbers to rise by 10 per cent (from average 499 GRP to 550 GRP). The channels focused on children as audience, observing their growing influence on choices, preferences and consumption habits. Fresh debuts for children in the competitive space of TV shows, have actually helped in growing the audience which indicates that more children are opting to watch new programming. Most of them have developed their inhouse team of animators and creative artists to stay a step ahead in the league.

The emerging trends this year clearly reflected that flagship shows and localising content in regional languages pay dividends. Kids’ entertainment channels prosper on the dominance of flagship shows. 70 per cent of airtime and 80 per cent of GRP for leading channels in India comes from one leading show. Thus reiterating the fact that building a long-term relationship with toon characters, around whom shows, merchandise, and digital engagement are built, being the most effective manner to engage with young audiences.

Keeping this in mind, Sony YAY! has adapted and developed kids’ shows suited to their preferences and such trends help further validate their approach. The consumption patterns that have significantly grown this year, further ensures our focus on homegrown toon characters.

SPN kids genre business head Leena Lele Dutta mentioned, “We evaluate concepts on merits and not on who it is coming from. It is a matter of chance that the statistics so far has been skewed towards the broadcaster created IPs and not the ones which have come from production houses.”

Kids generally treat their favourite characters as their best friends. Thus, they prefer watching them on multiple platforms. Digital platforms has notably increased in 2018 with content going digital. That has helped many broadcasters fulfill every kid’s demand, where they focus on curating content especially for their respective online channels.

Guru Aur Bhole

The response for shows like KickO and Super Speedo, Guru and Bhole, Honey and Bunny, Prince Jai and Powerful Viru, Fab 5 has been fantastic so far. In the last one year, Sony YAY!’s reach has grown by 57 per cent and the channel has grown to 17.2 million viewers in August 2018 according to BARC, India U+R, 2-14 All NCCS, 24 hours and Universe size 185 Million. Their regular focus group studies have shown the tremendous love that kids have for KickO and Honey and Bunny.

Dutta added, “Kids are engaged on all the digital platforms through games, shows, contests on social media and so on. That creates a strong affinity towards their favourite toons. Building upon toon characters and developing them as digital properties have had our audience respond enthusiastically. Using social media also helps in strengthening this relationship. We’ve got to keep kids engrossed by offering them the best of everything.”

Sony YAY! is the first kid’s channel to have five original content shows in one year of the launch, KickO and Super Speedo being the most successful one. Also they have many more in the pipeline and have already created 52 episodes of each show and the second season of 52 episodes of one of them, is under production.

Nickelodeon too, has always identified white spaces and launched characters that are groundbreaking. Each of their local home-grown IPs from Pakdam Pakdai, Motu Patlu, to Shiva and Gattu Battu, they have all introduced kids to new genres of entertainment. With the launch of its fifth IP, Rudra-Boom Chik Chik Boom, the franchise has forayed into the untapped genre of magic in the country, emerging as a franchise with the widest array of local IPs. With a local content library of over 350 hours, Nickelodeon is now poised as a franchise with the largest and most versatile homegrown content library in the category.

Viacom18 head, kids entertainment cluster Nina Elavia Jaipuria noted, “ We have been focused at creating an entire ecosystem for kids that extends beyond television with our successful portfolio of iconic ‘Made in India IPs’. The launch of Rudra has added further depth to our portfolio and has provided impetus to our objective of engaging kids and creating a dynamic kids ecosystem.”

Motu Patlu

Turner’s IPs such as Roll No. 21, has also enjoyed quite a limelight with local flavours, new treatment and smart execution as it is the number one show on Cartoon Network in India. This just reaffirms that authenticity is the key to the success of any show.

Turner India executive director and network head – kids, South Asia, Krishna Desai also reflected on the same line, “Being at the forefront of kids’ entertainment, we are looking at producing IPs and characters that are not only location-based but also have the ability of resonating with viewers across the globe.”

Similarly, Discovery Kids too, looks back at 2018 with lot of satisfaction as they ticked all major KPIs that they had set for themselves. But success didn’t come easily. More than year’s hard work in IP development, production, strategy and consumer understanding went behind this. Their aim was to take Discovery Kids from ninth position (in the 12 channel kids genre), to the top tier of the league.

The launch of Little Singham and Bandbudh Aur Budbak helped Discovery Kids increase its ratings by more than 500 per cent (8 Million TVTs in first week 1 to 42 Million TVTs in week 50) from the beginning of the year. Infact, Discovery Kids emerged as the fastest growing kids channel in the industry and is now consistently amongst the top five channels week on week in the category.

Discovery Kids business head Uttam Pal Singh said, “We followed a bold approach and to take a contrarian view on all aspects of the product reinvention – consumer research and understanding, to programming, distribution, marketing and putting together the right team. Basically, we did things differently and we did it at scale – we made moves which are not the norm in the industry. I am happy that the strategy worked in our favour.”

Infact, Little Singham has also whipped up huge advertiser interest with the growing popularity including FMCG brands like Dabur Red Paste, Britannia Cakes, Dettol, Flipkart, and Heinz- Glucon D and B. This IP has worked wonders for the broadcasting company as advertisement partnerships and generation of revenue is directly proportional to each other.

This brings our focus to licensing and merchandising deals these biggies get into, to establish their IPs and themselves as a bigger brand in a better way. With local original shows gaining popularity, there’s an inherent demand for agencies to provide holistic licensing and branding solutions to enter domestic and neighbouring markets for expansion, co-productions, increasing awareness of IP rights, symbiotic business deals and increasing consumer demand from a young Indian population with heavy pockets, L&M has gained tremendous significance.

According to a recent report (World Trademark Reviews’ ‘The rise of licensing in India’, May 2018), retail licensing in India is estimated at $1.26 billion of which,  entertainment licensing is valued at $406 million.

Amongst the leaders in the L&M business in India are- Disney India, Turner India, Viacom18, Green Gold Animation, Cosmos-Maya, Toonz Animation and a clutch of selected agencies like Dream Theatre. The products range from food items, apparels, toys, board games, ‘Back to schools’ products (tiffin boxes, pencil boxes, backpacks, stationery products, sports it items and so on), books and more.

The domestic breakout in the sector, came with the massive nationwide popularity of Chhota Bheem along with other local characters such as Motu Patlu, Little Singham which has helped propel the industry forward. Infact, Chhota Bheem is one of the most sought brands in the South Asian markets.

Says Cosmos-Maya CEO Anish Mehta, “There are more than 400 million kids in India which is a huge opportunity in the L&M sector. Chhota Bheem and Motu Patlu are strong cases of Indian IPs which are bringing about this sort of a co-existence between the two businesses and we are currently focused on developing the successor to this legacy.”

In 2011, Chhota Bheem had around 10 active licensees and has grown to 60 active licensees over the years, Chhota Bheem has been licensed by more than 150 brands and the brand is currently present in more than 12 countries and growing. They also had a successful licensing deal with Global Village, Dubai for two years.

Comments Green Gold Animation CEO Rajiv Chilaka, “The last 10 years Bheem has seen a lot of milestones in the L&M circle. We have been in the top league and the biggest licensor when it comes to toon character- licensing not only in merchandise but also in events, mobile gaming, e commerce, CSR initiatives and more. We’re keen to explore more licensing opportunity beyond the boundaries of our country.”

Besides L&M, marketing strategies are equally lucrative to gain traction to their IPs and shows. For instance, Sony YAY! celebrated Teacher’s Day this September, by bringing the second season of their flagship initiative, Heroes Behind the Heroes by acknowledging few eminent personalities across myriad fields such as Indian tennis player Sania Mirza, choreographer Terence Lewis, Indian film director, producer and screenwriter Subhash Ghai, Nobel Peace Prize recipient and Kailash Satyarthi and Indian Sarod player Ustad Amjad Ali Khan Bangash. This event was promoted by their successful IP- KickO.

They also collaborated with Domino’s Pizza, a huge brand in itself, to celebrate their second birthday with children from Hope Foundation. The channel treated the kids to a host of fun activities starting with a screening of an episode from KickO and Super Speedo and unlimited pizzas.

Similarly Nickelodeon also conducted school contact programmes across 1000 schools and a dozen cities from Chennai to Chandigarh,  to bring alive the magic into the classrooms with some fun games that encourage kids to focus and believe in the magic they possess, through their homegrown IP, Rudra.

Little Singham also won the Best IP award at Indian Licensing Expo (ILE) and they just launched the second season on Ganesh Chaturthi. “This has been the most important milestone we have achieved- that Discovery Kids has been able to connect with kids audience like never before – this bond is very special for us, ” Pal Singh stated.

Animation in India anticipates a bigger and better 2019 with some really exciting stuff. Streaming powerhouse Netflix has taken up popular IP Chhota Bheem to create an original series Mighty Bheem. Infact, Indian animation industry is now creating a buzz in the global market by showcasing themselves in international forums like MIPCOM, ATF and many more.

The industry has all the capabilities for all-encompassing viewership, with animated content being made not only for kids but also for grown-ups to enjoy. They definitely have huge potential of crossover to other territories. With the Indian broadcasters getting into local productions in a bigger way, we can be confident of Indian animation standard being at par with global counterparts with extraordinary local characters and content being created, loved and cherished. Amen to that!

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